morph exports

murderv

14-04-2008 19:47:57

hello,

im haveing trouble with exporting morph with ofusion CE.
some of my scenes export just fine and some dont.

i have a tunnel object that should stretch and i used morph to achieve that effect but for some reason ogre sends an exception saying that the object is not animated.

this is the code to load an entity animation (morph)
vBEntity = myCurrScene->getEntity( "tunnel01" );
vBMorph = vBHeartEntity->getAnimationState( "tunnelmorph" );
vBMorph->setEnabled( true );
vBMorph->setLoop( true );
vBMorph->setTimePosition( 0 );

in 3dsmax i have the morpher correctly applied and i do export the animation.

in the OSM file i notice most objects in the scene got the same animation with the morph name but i guess that is normal since it exports all animations per object in the range i've entered, but the tunnel object should also have its morph animation exported.

if i edit the mesh file i can see the name of the animation is there.
any idea why this could happen?

thanks in advance

Lioric

15-04-2008 00:33:30

Where exactly in Ogre is the exception being displayed (file, line)?

Are you loading the correct mesh with the animation in it (it might be that you are loading a previous mesh without animation from a different folder)

Convert the mesh to xml to review if the morph animation data is in and that is the type you need, Morph or Pose type

murderv

15-04-2008 11:32:48

you were right.

i am loading several scenes to different scenemanagers, but still it was loading objects with the same name and some of them had animation on and others was not animated.

ogre was supposed to load same objects to different scenemanagers.

i wonder how did he loads an object from one scene into another when i did specifically am loading different scenes into different scenemanagers